Recently, CCTV’s May 4th party appeared on the same screen with three virtual people and many young students on the campus of Wuhan University and Renmin University. At the same time, relying on Tencent Music’s virtual social platform TMELAND to create a “digital and real fusion virtual music world”, not Fewer netizens commented that “the sense of technology is full, and it really increases the knowledge”, “too high-tech, so much game technology is used”.
Image source: CCTV
The Speedway Metaverse Research Institute noticed that the three avatars in this evening show are all from Tencent, Gilly from “Peace Elite”, Xingtong from QQ Xuanwu, and virtual idols Tong Heguang created by NExT Studios and XNOX Studio.Are virtual humans just singing and dancing players? Next, let’s take a look at the virtual human industry with the author?
From Luming to Gilly’s appearance, game companies hold up half the sky of virtual people
In May 2020, Mihayou launched the virtual idol Luming. The user of station B with the account “yoyo Luming_Lumi” has only posted 20 videos since May last year, and gained 1.37 million fans and 97.45 million. amount of playback.
Until this year’s New Year’s Eve party, there were virtual human appearances in many parties. From this point of view, the virtual human is mainly “singing and dancing players” distributed in the entertainment field, and the three virtual human in the recent May Fourth Youth Gala The appearance also makes many people think that virtual people are still in the direction of entertainment, but the Speedway Metaverse Research Institute noticed that Gilly, the virtual person who came out of the game “Peace Elite”, recently participated in the UN Women’s event to give a speech and became the The world’s first virtual digital human on the UN podium.
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It is understood that before that, Gilly also served as the official of Tencent 99 Charity Day, mobilizing millions of netizens to participate in public welfare, helping rural revitalization and public welfare undertakings; during the Winter Olympics, she served as the promotion ambassador for the Peace Elite Ice and Snow Sports; not only that, Gilly In cooperation with the well-known Chinese couture designer Lawrence Xu, he brought the intangible cultural heritage Miao embroidered couture ready-to-wear in the mountains to the fashion week; in cooperation with the Metropolitan Museum of Art, he became the cover character of the “ELLEidol” fashion magazine.
The appearance of Gilly has also allowed the public to see the game field’s attempts in the virtual human industry. In the eyes of many people, the role of Gilly may be just a collection of a series of boring codes, which can only exist in the virtual world, but from From singing and dancing entertainment virtual people to virtual people giving speeches, the usefulness and image design of virtual people are gradually diversified.
It is worth noting that Gilly has benefited from the accumulation of game technology in the photon studio behind “Peace Elite” for many years. Unlike traditional virtual idols, Gilly’s creation requires the use of RBF bone binding system and Unreal Engine. The characterization of facial features by MetaHuman technology, FACEGOOD’s facial technology and Lumen global illumination, etc.
In addition, through Tencent’s self-developed real-time driving technology pipeline, the virtual human Xingtong includes technologies such as technology capture, face driving, lighting rendering and real-time interaction. From NPC to the spokesperson of “QQ Xuanwu”, Xingtong has become the first in the country. Unreal Engine 24-hour live 3D virtual human.
Speedway Metaverse Research Institute believes that game companies have unique advantages in the construction of virtual people and virtual scenes. From a technical point of view, many virtual humans include technologies such as 3D modeling, motion capture, CG technology, and real-time rendering. However, with the continuous development of technology today, the emergence of the concept of the Metaverse has also led to the continuous integration of technologies. At the same time, artificial Under the integration of core technologies such as intelligence, at this stage, virtual humans are iterating towards platformization and specialization.
Taking League of Legends as an example, its different hero characters have different game stories behind them, and there are CG promotional videos produced in different seasons. From the perspective of content construction, the content ecology of the game company is also very strong. “Peace Elite” Gilly is virtual. The application of people has also changed from game characters to spokespersons, and behind them are also filled with game stories, not just soulless “holster people”.
The end of the virtual human is not a live broadcast, and the digital avatar in the Metaverse also needs a “story”
At present, virtual people are widely used in live broadcast and delivery. Most companies deploy virtual people based on the requirements of “low cost and 24-hour uninterrupted live broadcast”, but what is the conversion rate of virtual people in live broadcast delivery?
Guohai Securities Research Report pointed out that the most popular IP among virtual anchors is “I don’t eat for nothing”. In 2021, the GMV (gross merchandise transaction) will exceed 100 million yuan, becoming the leading star in the field of virtual anchors. However, some data show that the cumulative sales of “I’m not free” on the Douyin platform in the past three months has reached 10.8899 million yuan, and 37 related live broadcasts. In the past three months, Luo Yonghao’s live broadcast has accumulated sales of 915 million yuan, with 128 related live broadcasts. From this point of view, the performance of virtual human live streaming is gradually declining.
In the Taobao live broadcast room, Stutu Metaverse Research Institute also found that during the live broadcast of the WPS flagship store, the virtual anchor was introducing the details of the product without interruption. When the author entered the live broadcast room, the virtual anchor could insert “” Welcome to a certain baby into the live broadcast room” “Long time no see, welcome to click the follow button in the upper left corner” and so on, the anchor’s voice is also relatively calm, there is no emotional change of real people bringing goods, it seems more like a mature customer service system . It may be said that the virtual anchors will not collapse, but they are not outstanding in bringing goods. To be precise, they are “reactive and flawless”.
Image source: Screenshot of Taobao Live Room
According to the “2022 Virtual Human Industry Research Report” to be released by the Sutu Metaverse Research Institute, in the digital virtual human industry alone, there will be over 60,000 new virtual human-related enterprises in China in 2021. The cumulative financing exceeds 400 million yuan. Analysts from the Sutu Metaverse Research Institute predict that by 2030, the overall virtual human market will reach 309.5 billion yuan, and the number of domestic virtual human-related companies will exceed 400,000.
Speedway Metaverse Research Institute believes that virtual anchors like the “customer service” system are no longer favored by consumers. The main reason is that there is a lack of “story” content behind the virtual person to support the virtual person IP. Imagine if Li Jiaqi or Luo Yonghao, etc. The head anchor is replaced by an unknown virtual person, how many consumers are willing to pay for it?
Image source: Tencent Youth Science Association
In the final analysis, the content ecology is still the bottleneck of the current development of virtual people, but in this year’s May 4th Youth Gala, TMELAND created a “digital and real virtual music world”. Users can customize digital avatars through QQ music and national K songs. Entering, that is, the virtual human face, expression, clothing, etc., are selected and matched by the user, and CCTV host Nigmat is also online in the image of “digital human”.
According to data, this program has a total of 182 hot searches on the entire network, the total number of topic readings exceeds 4.5 billion, the audience reaches 159 million person-times, and the number of video views on the entire network exceeds 200 million. The volume reaches 18 million+. It can be seen from this that virtual people, as digital clones, are loved by many people. Under the circumstance of limited epidemic environment, online virtual concerts have also become a way for the public to immerse themselves in the party.
In the virtual world of the Metaverse, “you, me, and him”, even if they are only avatars in digital space, still need “story” to drain. The virtual human industry has gradually developed under the integration of the underlying technologies of the Metaverse. The Speedway Metaverse Research Institute believes that content is an important starting point for the development of the virtual human industry. Under the beautiful “skin” of virtual humans, there are only flourishing content ecological works. Support can make its “soul” full.
Posted by:CoinYuppie，Reprinted with attribution to:https://coinyuppie.com/how-are-the-virtual-humans-living-in-the-metaverse-behind-the-skin-you-dont-know/
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